Hey,
Our team is experiencing some pretty major crashing issues with level streaming in our open world game. We are using world composition. Our island has been split into 49 different levels in addition to other levels for caves or other things we decided to split up. We have been experiencing this crash for about a month now. Our first thought was to create a new Persistent level and see if problem would go away. This seemed to have worked for about a week or so before we started crashing again. Below is last crash log we received.
MachineId:2C2A7F424EBF4E294372EB9671AE52B3
EpicAccountId:5317144e63244d06832e99e93df21ae4
Unknown exception - code 00000001 (first/second chance not available)
Assertion failed: World->PersistentLevel [File:D:\BuildFarm\buildmachine_++depot+UE4-Releases+4.7\Engine\Source\Runtime\Engine\Private\LevelStreaming.cpp] [Line: 380]
Most likely caused by reference to world of unloaded level and GC setting refe
KERNELBASE + 46045 bytes
UE4Editor_Core!FOutputDeviceWindowsError::Serialize() + 292 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\private\windows\windowsplatformoutputdevices.cpp:95]
UE4Editor_Core!FOutputDevice::Logf__VA() + 248 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\private\misc\outputdevice.cpp:144]
UE4Editor_Core!FDebug::AssertFailed() + 1079 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\private\misc\outputdevice.cpp:224]
UE4Editor_Engine!ULevelStreaming::RequestLevel() + 860 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\levelstreaming.cpp:380]
UE4Editor_Engine!UWorld::UpdateLevelStreamingInner() + 497 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\world.cpp:2238]
UE4Editor_Engine!UWorld::UpdateLevelStreaming() + 592 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\world.cpp:2306]
UE4Editor_Engine!UGameViewportClient::Draw() + 3865 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\gameviewportclient.cpp:932]
UE4Editor_Engine!FViewport::Draw() + 1223 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\unrealclient.cpp:995]
UE4Editor_UnrealEd!UEditorEngine::Tick() + 8339 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\editor\unrealed\private\editor.cpp:1515]
UE4Editor_UnrealEd!UUnrealEdEngine::Tick() + 22 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\editor\unrealed\private\unrealedengine.cpp:347]
UE4Editor!FEngineLoop::Tick() + 4179 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\launch\private\launchengineloop.cpp:2257]
UE4Editor!GuardedMain() + 1404 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\launch\private\launch.cpp:142]
UE4Editor!GuardedMainWrapper() + 26 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
UE4Editor!WinMain() + 249 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\launch\private\windows\launchwindows.cpp:202]
UE4Editor!__tmainCRTStartup() + 329 bytes [f:\dd\vctools\crt\crtw32\dllstuff\crtexe.c:618]